"I view Python for game usage about the same as going fishing with a stick of dynamite. It will do the job but it's big, noisy, you'll probably get soaking wet and you've still got to get the damn fish out of the water." -taylor

Before any other problem, I just can't get löve to display my map ; it tells in the console and in the window that the only tileset used (Atlas ) doesn't exists ; of course it exists at the given place. the path to the map being `assets/maps/map.lua`
If I change this path to "assets\\maps\\map.lua", it is now map.lua which doesn't exist, I get this error :

EDIT: well it's just that with, the tmx map, the tilesets have to depend of main.lua.
Also Kairi, I see you often say to draw with -tx and -ty
I suspect it is because the tiles start at the bottom right corner ; but you know, when you start a new map on Tiled, you can change it to upper left !

Before any other problem, I just can't get löve to display my map ; it tells in the console and in the window that the only tileset used (Atlas ) doesn't exists ; of course it exists at the given place. the path to the map being `assets/maps/map.lua`
If I change this path to "assets\\maps\\map.lua", it is now map.lua which doesn't exist, I get this error :

EDIT: well it's just that with, the tmx map, the tilesets have to depend of main.lua.
Also Kairi, I see you often say to draw with -tx and -ty
I suspect it is because the tiles start at the bottom right corner ; but you know, when you start a new map on Tiled, you can change it to upper left !

First of all, use / not \\ to point to your lua map file.
The reason why it cannot track your tileset file is, because the tile map editor stores the references relative to the lua map file, while LÖVE needs those relative to the root directory. I always wondered why Kairi never implemented a work around, so my work around is fixing those paths in the lua file with a post process including some regex. For now, you should change the paths by hand and you are good, I suppose.

I'm on the point where I want to include some collision to my map and character. I'm glad there are plugins for bump and box2d already. I don't want to work with box2d, because of its sometimes not expectable behaviours. Bump on the other hand is a little too less for me. What, if I have tiles that are half collidable? Having tiles being half collidable horizontally or vertically could be solved by decreasing the tile width and height. But I'm thinking on the case when you allow diagonal collisions. Bump is not capable of handling triangle shapes on the collisions.

The simplest way is to use HC and build a new plugin for STI that allows 50% diagonal collision tiles like in Zelda-LttP:

I think about besides the "collidable" property on the layer to have a collisionType property on each tile that defaults to the value "full" and should offer some additional values for various collision types like diagonal tiles:

It would also require orientation information, although Zelda-LttP used to store only 4 different collision types:
full, diagonal left top to right bottom, diagonal right top to left bottom and none.

I also could imagine providing a 2nd layer that acts as collision mask. the collision layer could point to a mask layer with a property maskLayer. And supporting even objects (with masks) would be superior even more.

My question is, anybody did something like this for STI already? Also what do you think about this idea, Karai? Would you be interested supporting a HC plugin for STI?

I'm having an issue with the box2d plugin.
I'm pretty sure I have everything set up the way it should be in both Tiled and my code (I followed the tutorial on lua.space), but the collisions don't seem to be working. The documentation tells me absolutely nothing, so here I am.

I've looked through my code, and I'm not entirely sure the player has been given a collider. I'll post the code below as well as a .love file.

Can someone tell me if/where the player has been given a collider, and how I can fix it if need be.

Also, I kept getting an error with box2d regarding line 264 of box2d.lua. It has to do with translating the map which I chose not to do, so I just edited it out and everything works fine. If someone could also tell me why I'm getting this error, that would be great too.

I'm on the point where I want to include some collision to my map and character. I'm glad there are plugins for bump and box2d already. I don't want to work with box2d, because of its sometimes not expectable behaviours. Bump on the other hand is a little too less for me. What, if I have tiles that are half collidable? Having tiles being half collidable horizontally or vertically could be solved by decreasing the tile width and height. But I'm thinking on the case when you allow diagonal collisions. Bump is not capable of handling triangle shapes on the collisions.

The simplest way is to use HC and build a new plugin for STI that allows 50% diagonal collision tiles like in Zelda-LttP:

I think about besides the "collidable" property on the layer to have a collisionType property on each tile that defaults to the value "full" and should offer some additional values for various collision types like diagonal tiles:

It would also require orientation information, although Zelda-LttP used to store only 4 different collision types:
full, diagonal left top to right bottom, diagonal right top to left bottom and none.

I also could imagine providing a 2nd layer that acts as collision mask. the collision layer could point to a mask layer with a property maskLayer. And supporting even objects (with masks) would be superior even more.

My question is, anybody did something like this for STI already? Also what do you think about this idea, Karai? Would you be interested supporting a HC plugin for STI?

I had asked vrld if he wanted to make an HC plugin for STI but he was busy at the time and I also got busy too. I made the box2d plugin as a reference and the bump plugin was made by a third party. If you want to make an HC plugin, I'd be very happy to accept a pull request.

I checked out the OP, and I managed to get a collider onto the player object, but it's not working properly.
The player itself (the image) can still cross over other colliders. The player's collider does its best to actually collide with the other colliders, but ultimately will follow the player. I've managed to record a gif to show what I mean.

ColliderFail.gif (185.65 KiB) Viewed 849 times

How can I make sure the sprite image stops moving when the collider does?